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proper diets, techniques, and weights are unknown<br />

to the races populating this gaming world. For instance,<br />

it was common to think that more exercise<br />

always yielded more benefit, which of course would<br />

fail to give the muscles time to repair. Therefore,<br />

any character desiring to increase their Physical Fitness<br />

or Strength through Persistent Exercise must<br />

roll a Common Sense check with a TH of 18 to<br />

exercise successfully. Otherwise, the adopted<br />

method utterly fails to cause noticeable results.<br />

If successful, and assuming that exercise is<br />

not neglected periodically, then the character must<br />

make checks at certain time intervals to determine<br />

improvement. These checks are made without modifiers<br />

by rolling 3d10. If the roll exceeds the TH,<br />

then the following roll represents the number of<br />

sub-ability points gained:<br />

Time<br />

Interval<br />

Threshold<br />

Gains<br />

3 months<br />

7 (1d20)%<br />

6 months<br />

11<br />

(1d20)%<br />

1 year<br />

13<br />

(1d12)%<br />

2 years<br />

18<br />

(1d10)%<br />

4 years<br />

21<br />

(1d8)%<br />

8 years<br />

24<br />

(1d6)%<br />

16<br />

years<br />

25<br />

(1d4)%<br />

If a character begins exercising, but does not<br />

continue to exercise regularly, then gains will be substantially<br />

less, if any at all. The Aedile may assign<br />

penalties to sub-ability points gained due to inconsistency<br />

or neglect. Further, if a character exercises<br />

for some time and then stops exercising altogether,<br />

then they may lose sub-ability points. If they have<br />

exercised consistently for 1 year or less and then<br />

stop exercising altogether, then they lose (1d100)%<br />

of their gains from the last year of exercise. The<br />

losses will be distributed proportionally over (20 +<br />

1d100) days. If they have exercised for 2 or more<br />

years, then they will lose (|1d100 - 3d20|%) of their<br />

gains. Note that the previous roll utilizes absolute<br />

values, which means that even if the resultant number<br />

is a negative number, the sign is changed to positive.<br />

Finally, the losses will be distributed proportionally<br />

over (20 + 2d100) days. In either case, if<br />

exercise is abandoned, in addition to losing previous<br />

gains, then the character is 90% likely to gain<br />

(3d6)% of their weight in body fat. Roll 1d100 to<br />

determine where the fat accumulates:<br />

Roll<br />

Result<br />

01-20<br />

Waist<br />

21-40<br />

Buttocks<br />

41-60<br />

Buttocks and thighs<br />

61-80<br />

Buttocks and waist<br />

81-100<br />

Evenly distributed<br />

Once this occurs, future fat gains will occur<br />

in the same location. Each character is different.<br />

Regarding the sub-abilities of Intelligence,<br />

they may increase or decrease according to how often<br />

a character mentally subjects themselves to Persistent<br />

Exercise.<br />

For every decade that a character challenges<br />

themselves in 1 of the sub-abilities of Intelligence,<br />

there is a 50% chance that they may gain 1d4 points<br />

in the appropriate sub-ability. For a character to<br />

challenge themselves in Language, they must continually<br />

learn a new language, or at least study the<br />

etymology, grammar, or vocabulary of their current<br />

language. The other sub-abilities require similar new<br />

challenges.<br />

Likewise, for every decade that a character<br />

fails to challenge themselves in 1 of the sub-abilities<br />

of Intelligence, there is a 50% chance that they lose<br />

1d4 points in the appropriate sub-ability.<br />

Alternative Method: Rolling Abilities<br />

The method described in the beginning of<br />

the chapter for determining abilities should be the<br />

standard method for several reasons. First, the average<br />

sub-ability score rolled should be 100, which<br />

is the norm of all human populations. Additional<br />

modifiers, such as for gender and race, are applied<br />

in the following chapter. This method [(10d100 /<br />

5) - 1] more accurately reflects nature, and therefore,<br />

adds a sense of realism to the game. Exceptionally<br />

high and low ability scores still occur with<br />

this method, though there is an appropriate measure<br />

of central tendency, such that the mean, median,<br />

and mode are 100.<br />

Due to this method, however, the resultant<br />

sub-ability scores are less likely to allow the character<br />

to meet the prerequisites of magic-using occupations,<br />

for instance, than warriors. Indeed, some<br />

players become greatly disheartened when they observe<br />

that some occupations are more rare than oth-<br />

Chapter 3: Abilities<br />

99

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